Getting it into your agent
One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.
npx skills add kyu-n/gdx-claude-skills --skill libgdx-2d-renderinggit clone --depth 1 https://github.com/kyu-n/gdx-claude-skillsWrote this? Show the measurements
A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.
[](https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering)<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering/github.svg" alt="Measured on agentmods" height="20"></a>Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.
<a href="https://agentmods.dev/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering"><img src="https://agentmods.dev/badge/skills/kyu-n/gdx-claude-skills/libgdx-2d-rendering.svg" alt="Reviewed on agentmods" width="80" height="20"></a>What it costs to keep this loaded
Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.
| Model | Per session | Once invoked |
|---|---|---|
| Fable 5.1 | $0.00070 | $0.04106 |
| Opus 5 | $0.00035 | $0.02053 |
| Sonnet 5 | $0.00014 | $0.00821 |
| Haiku 4.5 | $0.00007 | $0.00411 |
Grade A, and why
libgdx-2d-rendering scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 11d ago.
A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.
Nothing flagged
None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.
How it starts
The opening of the file, as written. The whole thing — 391 lines — stays where its author put it; the contents beside it link to each section on GitHub.
libGDX 2D Rendering
Reference for SpriteBatch, ShapeRenderer, Texture, TextureRegion, TextureAtlas, Camera/Viewport integration, draw ordering, blending, and screen clearing.
Texture
// Load from internal assets
Texture tex = new Texture(Gdx.files.internal("image.png"));
// With specific filtering and wrapping
Texture tex = new Texture(Gdx.files.internal("image.png"));
tex.setFilter(TextureFilter.Nearest, TextureFilter.Nearest); // pixel art
tex.setFilter(TextureFilter.Linear, TextureFilter.Linear); // smooth scaling
tex.setWrap(TextureWrap.Repeat, TextureWrap.Repeat); // tiling
TextureFilter — min/mag:
| Filter | Use for | Result |
|---|---|---|
Nearest |
Pixel art, retro games | Sharp pixels, no blurring |
Linear |
Smooth artwork, UI | Bilinear interpolation |
MipMapLinearLinear |
Large textures drawn small | Smooth mipmapped (min filter only) |
Default filter is Nearest. For smooth-scaled artwork, you must explicitly set Linear.
TextureWrap: ClampToEdge (default), Repeat, MirroredRepeat. Only Repeat/MirroredRepeat require power-of-two texture dimensions.
Power-of-two: Not required for general use on modern GPUs. Only required when using Repeat/MirroredRepeat wrap modes or mipmaps. Non-POT textures work fine with ClampToEdge (the default).
Disposal: Textures hold GPU memory — you MUST call dispose() when done. See Disposal section below.
TextureRegion
A rectangular sub-area of a Texture. Used for sprite sheets, tilesets, and atlas regions. Drawing a TextureRegion does NOT copy pixels — it references the parent Texture with UV coordinates.
Texture sheet = new Texture(Gdx.files.internal("spritesheet.png"));
// Single region: x, y, width, height (pixels, top-left origin)
TextureRegion region = new TextureRegion(sheet, 0, 0, 32, 32);
// Split entire sheet into a 2D array of regions
TextureRegion[][] frames = TextureRegion.split(sheet, 32, 32); // tileWidth, tileHeight
TextureRegion firstFrame = frames[0][0]; // row 0, col 0
// Flip (sprite sheets sometimes have Y flipped)
region.flip(false, true); // flipX, flipY
What this file has done since we first saw it
Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.
- 11d ago First seen · 391 lines · 70 tokens per session scan A 79534e7f0553
libgdx-2d-rendering is a skill published in the GitHub repository kyu-n/gdx-claude-skills (4 stars, last pushed 7mo ago), licensed MIT. It adds 70 tokens to every session and 4,106 once invoked, about $0.0003 per session on Opus 5. A static security scan graded it A with 0 findings. No closer match exists in the catalogue, so it is treated as the original; first seen 2026-08-31.
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